Guest Post: The PostRPG Approach (from Robert Oglodzinski, AncientScroll.pl)

At some point, the adventures are done and heroes are no longer needed. Maybe they’ve killed all the dragons or saved the world from demonic machines or chased away the last horde of goblins from civilized lands. But the sun rises above the world and it’s the quietest day since the dawn of time…

Regardless . . . → Read More: Guest Post: The PostRPG Approach (from Robert Oglodzinski, AncientScroll.pl)

The Gassy Gnoll: Should flatulence be a rules-based disadvantage or an acting challenge?

Ok, so last week I saw Dan’s (the Gestalt Gamer) great article about using advantages and disadvantages in class-based systems to inspire better character design (at More than Dice). Though I love the concept of advantages and disadvantages that affect character builds by improving or reducing particular statistics or characteristics, I was struck by an . . . → Read More: The Gassy Gnoll: Should flatulence be a rules-based disadvantage or an acting challenge?

The Gassy Knoll: The Angry Birds RPG Theory

A few weeks ago I ran across an article going in depth explaining why the game Angry Birds has been so popular and successful from a human factors standpoint (“Why Angry Birds is so successful and popular: a cognitive teardown of the user experience” by Charles L. Mauro on the Pulse>UX Blog). Author Charles Mauro . . . → Read More: The Gassy Knoll: The Angry Birds RPG Theory

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